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Everything posted by Geez3r
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Alright, now for Malice's upgrade. In this time line, Malice either never lost his arm, or we haven't reached that point in time yet. So Malice only currently has 4 unspent pp. Step 1) Get rid of 4 points in Fort Save, frees up 4 points (giving me 28 total to work with) Step 2 ) Buy 7 more ranks in Device to get, for a total rank of 27. Device now looks like this: Device The Mantle of Freedom Enhanced Attack 1 {2} Communication 4 (radio) {4} Enhanced Constitution 26 {26} Enhanced Will Save 2 {2} Flight 5 (250 mph / 2,500 feet) {10} Immunity 14 (life support, entrapment) {14} Impervious Toughness 12 {12} Protection 2 {2} Super Senses 6 (Darkvision, Direction Sense, Distance Sense, Time Sense, Ultra Hearing) {6} Quickness 4 (x25 speed) {4} Enhanced Skills 5 (Computers 6, Disable Device 11, Notice 3) {5} Enhanced Feats 1 (Luck) {1} Weapons Array 21 (42 point powers; PFs: 5 Alternate Powers) {47} * BE: Enhanced Strength 30 and Super-Strength 6 (effective Str 70; Lt Load 64 tons, Med Load 125 tons, Hvy Load 200 tons) – Righteous Riot * AP: Blast 13 (Extra: Auto-fire x2 Flaw: Full-Round Action) PF: Improved Crit x2– The 2nd Amendment * AP: Blast 12 (Extras: Targeted Shapeable Area, PFs: Indirect x3, Progression x3 (120 - 5ft square cubes)) – Liberation Cannon * AP: Paralyze 13 (Extras: Alternate Save/Fortitude, Range/Ranged PF: Improved Crit, Affects Insubstaintial x2) - Shock and Awe * AP: Damage 12 Extras: Targeted Area - Line, Autofire PF: Progression x3 (25ft x 300ft line) - Acceptable Losses * AP: Corrosion 13 PF: Accurate - Public Opinion
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Color me interested.
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What if Malice was a hero? Stats: 24 PP Str: 14/34 (+2/+12) Dex: 12 (+1) Con: 14/24 (+2/+7) Int: 18 (+4) Wis: 12 (+1) Cha: 14 (+2) Combat: 20 PP Attack: +6, +8 ranged, +8/+10 respectively in suit Grapple: +8 /+13 in suit/+23 in base weapons setting Defense: +8 (+4 out of suit, +2 flat-footed) [base Defense +4] Knockback: -10 in suit, -1 without suit Initiative: +1 Saves: 4+3+7 = 14PP Toughness: +12 (Imp 8), +2 without suit Fortitude: +10/+5 [+7/+2 Con, +3] Reflex: +8 [+1 Dex, +7] Will: +5 [+1 Wis, +4] Skills: 68r = 17 PP Acrobatics 12 (+13) Computers 7 (+11) Craft (electronics) 7 (+11) Craft (mechanical) 7 (+11) Diplomacy 7 (+9) Disable Device 7 (+11) Knowledge (technology) 7 (+11) Notice 7 (+8) Sense Motive 7 (+8) Feats: 7 PP Acrobatic Bluff All-Out Attack Attack Focus (Ranged) 2 Inventor Move By Action Power Attack Powers: 72 PP Device 18 (The Rocket Man; 90 points, Hard to Lose) [72pp] Device The Rocket Man Weapons Array 10 PF: Accurate, 2 AP's [23pp] BE: Enhanced Strength 20 * AP: Blast 10 * AP: Blast 10 Extras: Explosion Flaws: Full-Round Action Immunity 9 (life support) [9pp] Flight 7 (1,000mph) [14pp] Enhanced Constitution 10 [10pp] Protection 5 [5pp] Impervious 8 [8pp] Super-Strength 5 [10pp] Super Senses 3 (Darkvision, Extended Vision) [3pp] Communication 4 (radio) [4pp] Shield 4 [4pp] Costs: Abilities (24) + Combat (20) + Saves (14) + Skills (17) + Feats (07) + Powers (72) - Drawbacks (4) = 150/150 :arrow: Not as Dakka heavy as Malice. Much more nimble, and in a bit better shape. :arrow: Not nearly as smart or connected as Malice is. :arrow: Will save is a little lacking, but I had to get something to get a serviceable Reflex save. :arrow: Malice is all around better than this version, but Malice has 30 more points to work with. This version of Malice is still relatively green around the gills.
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1) What if Malice was a hero? 2) What if the Refs lost their minds and gave Malice a 400ft tall mecha? 3) What if Malice was a robot? 4) What is Malice had powers?
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The games have begun. Any villain (this includes heroes who are villains in a non-cannonical universes) who wants to cause obscene amounts of collateral damage in the largest scale combat every seen on these boards, should inquire here. To reemphasize, it's still open, but you have to be quick on the draw.
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Here's the basic plan I have in mind currently, do be edited if we're having a tough time of it, or not being challenged, more people join in, and/or I think of a cool idea halfway through. 1) The Gate: There are 4 bunker surrounding the complex that generate a cloaking field and a force field over the complex. Unless we want to continue to smack into a wall and move about with no idea what we're looking out, those bunkers need to be taken out, along with the generators inside of them 2) The Communications Room: With so many troops about, the last thing we want is for them to know our exact position, so we need need to destroy the communications room, so they'll have a harder time coordinating their forces. 3) Security override: The security system at this point has likely already been locked down, if we want to progress any further we'll have to hack into the mainframe and open up the blast doors so we can venture into the heart of the complex. 4) The home field advantage: This is the part of the plan where we try to get to our destination while shooting anything that moves, attempting to devastate and splinter their forces. 5) The McGuffin - Breach the last of their defenses and get our mitts on the object of importance. 6) ??? 7) Profit!
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Doktor Vile sounds excellent. Ah let's go with Doc getting madder, and RRG seeing the error of his ways. I'll make a new RRG at PL 10/150pp, because Malice currently isn't technically PL 12. *jots down notes for use on Bio-Malice* Sounds good. Gimme a little bit to whip up RRG.
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I was thinking it would be just the two of us, but I have 0 problem with anyone else joining. Note however, that this is intended to be a villain only thread. If there are any heroes on the opposing side (other than those I've laid out) Cap and Malice will be annihilated. This is meant to be a massive scale combat, run and gun sort of thing; AND, quite a challenge. Swarms of troops, helicopters, striders, war mechs, laser defense grids, electrified floors, everything. It's set at some sort of secret government facility that isn't there, so heroes showing up kind of ruins the feel I was going for. This is a storming the fort thread, like you would see in the last level of a FPS, but because we're villains, moar explosions. The plan is to steal 1 item of importance, and burn everything else to the ground.
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Not the case actually. Dynamica Alternate powers, or DAP's cost 2 instead of 1. The Base power also need to be made Dynamic. So it would be like this: Flight 7 PF: Dynamic [15pp] DAP: Super-Strength 7 PF: Bracing [2pp]
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Woo. Done. You folks know the drill, shower me with praise and gratitude, and point out any errors the computer must have made while I was doing the edits flawlessly. So we've got Malice's shiny new drawback: Disability: 1 arm (very common, moderate) [-4] No further edits at this time. The drummer from Def Leppard (and Malice) only has one arm
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The roles have been switched for this thread. Malice is the hero and Doctor Archeville is the bad guy. As "Malice" isn't a particularly heroic name, for this thread I'll be changing his name to "Rocket's Red Glare". There are also a few things to iron out before starting 1) Were Doc A and Malice/RRG always evil and good, or did they start as their original versions and swap at some point? 2) Are there any mechanical changes to be made to the characters? IE: bumping Bio-doc up a PL or two, bumping Malice down a PL, swapping ranks in Intimidate for Diplomacy, that sort of thing? 3) What exactly is Bio-Doc up to? I liked the idea of amoebic creatures, but that might just be because I played Ratchet and Clank not to long ago. IC post is pending these questions and the July edits.
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The Out of Character Thread for Captain Knievel's and Malice's breaking and entering thread. Due to Intensive training and planning, we each have an additional 20 points to spend on whatever the heck we want, but we remain the same PL. Just make up what the plan is, but it should feel a bit like a video game. Ie: In order to get through this door, we need to take out this guard post. In order to find what we need, we first need to gain access to the computer mainframe, etc. There should be like 6-7 parts. Each time we reach the end of a certain area, like a check point, we each make a free recovery check and gain 1 additional VP. Most enemies are Minions, some are Heroic, and there are others still which are "Tough" which are the middle ground. Suffice to say, they go down easier than minions, but not as easily as heroics. There is plenty of military grade hard ware around, like troops, helecopters, tanks and even a few suits of power armor. Generally speaking, staying in an area for too long will attract unwanted attention. For that reason, several of the first missions should revolve around the removal of many of the opposition, or at least stalling them for a while. Post the changes to your character here. As this is completely Non-Cannon, we don't need to go through the approval process, so feel free to go nuts. We'll need all the cheese we can get.
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It was getting quite late, and they had been at this for hours, but they had made pretty good progress recently, so the hours were bareable at least. Laid out on the table before them was the blue prints and specs for a building. They were of decent quality, and there were scribbled notes and diagrams every where that they could fit. There were so many arrows and circles that not even John Madden could follow what was goiing on just by looking at the thing. In short, this was the least glorious, but by far the most important step in any criminal's career, the planning stage. "... and then we'll meet up here. Got it?" Said Malice as he pointed out a location on the schematics. He was wearing the suit, but his helmet was off. The life support systems of the suit have the added bonus of making him more resilient to the effects of long hours. It also made him look a little more imposing, which also helped grind some of the more subtle points into a certain fool's head. "Alright, now repeat the plan back to me." Malice had been going over the plan step by step, and made Captain Knievel repeat each step over and over again. If they screwed up, they were pretty much dead.
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Action: Get into suit. Him lifting off is essentially going like 5 ft off the ground, preparing to head back to the court house, he didn't actually go anywhere.
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Eric Micheals made a right hand turn into a secluded alleyway, turned the key and shut off his car. He popped the trunk and made his way back there. He pulled the suit's carrying case, out of the trunk and was looking for a good place to change when a giant explosion rocked the area, drawing everyone's attention towards the source, and away from any secluded alleyways. "Well that's convienent." said Eric as he depressed the button on the case, and the armor began to encase him. That was probably Ronin, which probably means that was him in the truck. I'm glad I ducked out of there when I did. Hopefully he at least managed to take out Scarab. Knowing Captain, he'll be making his escape attempt now. Let's see if I can add just a little more chaos into the mix. His systems fully operational, Malice took to the air.
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Is there one either of you are leaning towards?
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I'm half-way through doing that actually Gimme some credit
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I need another thread for Malice. However, due to certain circumstance (ie the crater that used to be his home) it will most likely be a Non-Cannonical tale. On the other hand, that means that anything can happen. Random thread ideas: 1) Have at the - Good old fashioned slug fest 2) Alignment shift - What if Malice was a good guy, what if your character was a bad guy? 3) Super Villain Team Up - A dasterdly plot is hatched to attain wealth, fame or the McGuffin. 4) Tipping the Scale - Toy Boy and/or Quirk shrinks the group down to fully pose-able 6" high action figures, they need to work together to return to normal size. Hijinx ensue. Any takers?
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I deleted the copied sections from the book, but left a reference to where they can be found in the book. Now as for the content themselves. I see no problem allowing the Charge Flaw, but can you further explain how you plan to implement it?
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Ability scores, good. Combat, good, but note that his Defense is +1 Flat footed. Not adding up. He got Toughness and Fort from Con alone, +3 on Reflex, and then +2 on Will, supplemented with 1 point from Wisdom. So when you make the changes, please denote what comes from ability scores and what comes from points in saves. Feat, good. Skills, good. Can you put the rank in the power at the end of the power itself? Also, Disintegration is over costed. From UP, it has a base cost of 5/rank. Also, I'm getting 66 total points in powers. 29 points in Earth control array, +4+3+19+5 = 60 points, and then 66 with the Device. Easy to Lose Devices cost 3/pp per rank.
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Because I'm apparently ill in the head, I've decided to follow up today's counting bonanza by looking over the NPC characters. I'm starting at the bottom, and that means you. Abilities, good. Combat, good. Saving throws: You have him adding 5 to Will because of his Wisdom, but his Wisdom is only +4, not +5, otherwise fine. Skills, good. Feats, good. Good Necrogeomancy 18 (Array, Feats: Alternate Power 8) A few issues with this. First, in the Primary setting, the Boost as written costs 3pp/rank. (All traits = 5, -2 for flaws) The Siphon Life portion is correct. On the next setting, you have the Independent Extra. It is my understanding that this makes the power Continuous, and we generally don't allow Continuous powers in arrays. But as this is a NPC and it has the fades flaw, I'm not entirely sure what the ruling on this one would be. Next AP, still Independent, but Obscure and Environmental Control are weak, so I've got no problem with this. Sand Constructs check out. Sand Form is good. Sand Storm is good. Scarab Storm is good. Snare is good. Transform is good. And the Minions themselves check out too.
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Doc's avatar might be the reason. For a long while, I pictured Doc A (the character) as Ben Franklin.
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It is often said that a man's mind is his last great refuge. It's the one place where he can truly be alone from anyone else, or any worldly distractions. People seem to forget that when you're accused of being a super villain and a menace to society. Now I have people lining up at my door stop trying to get into my head, wondering why I did it all, like I'm some puzzle to be solved. They all consider me to be a well adjusted individual, but wonder what could have caused me to "go off the deep end". They have no shortage of theories. Lemme see if I can remember the list. There's megalomania, paranoia, delusions of grandeur... Oh there was that one doctor who thought I was gay and this was my way of dealing with it. Come to think of it, I haven't seen him in a while. Maybe he's a patient now. And uhh, there was abandonment issues, dealing with the grief from my father's murder, and I'm a sadist. Unfortunately, I kind of do see their point for most of that junk, except for the gay thing. The only one I'm not seeing is the sadism. Do I really come off as one? It's true that I take pleasure in my work, but not in the act itself. It's more of what the act represents. I'm making progress for the human race, that's something to be proud of. If I was a sadist, I'd have more rockets and cluster bombs on the suit. Has no one realized that I use mostly single target effects?
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No one. You'll have to wait the extra day. MWAHAHAHAHAAA!!! :twisted:
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I will also be occupied for most of Sunday, and probably a bit of Saturday, as we're having a small family get together.